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                              EDITART KEYS:                                


	---- Keys you will need to know if you want to select from a section of
	a 320*200*256 picture file (.BMP and .PCX only) and put it into the BUILD
	engine.

	U - Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.
	    Enter - Convert the image that is inside the rectangular selection
	            rectangle to the BUILD palette.
	    Space - Convert the image that is inside the rectangular selection
	            rectangle without remapping the palette.
	    P - If in the picture selecting screen (after pressing U and loading
	        the picture), you press P, then the palette of BUILD can be
	      replaced by the palette of the displayed picture.
	PGUP/PGDN - Select tile to edit (4096 tile maximum right now).
	G - GOTO a tile by typing in the tile number.
	S - Re-size tile.  The X and Y sizes can be any unsigned short integer.
		 X ranges from 0 to 1024, and Y ranges from 0 to 240.
	Delete - short cut key to set both the X and Y sizes to 0.
	+,- Change the animation setting.  (Default: NoAnm = 0.)
			To change the animation type, press - when the value is 0.
			Ex: If you want an object to have 4 tiles of animation, you can
				animate it in 4 different sequences: (0 is the current tile)
					NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
					Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
					AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
					AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)
	A - Set the animation speed of the tile.  Press + and - to change the
		 animation speed.  There are 16 different animation speeds.  The
		 animation speed set here set the speed for BUILD and your GAME also.
						  (Speed is proportional to (totalclock>>animspeed))
  ~' - This key (located just above the TAB key) allows you to center a
		 sprite.  Simply use the arrow keys to get to the desired position.
	N - Name a tile.  Naming a tile simply changes the #define statement in
		 NAMES.H.  You should include NAMES.H when compiling so you can easily 
		 refer to sprites by name rather than by number.
	O - Optimize the size of an individual piece of artwork.  Use this for
		 tiles with invisible pixels on the sides.
	V - View and select a tile to edit.
	     Space - To swap 2 tiles simply press space bar on the first tile,
	             then space bar on the second.
	     1,2,3 - To swap a group of tiles, press 1 on the first tile,
	               press 2 to remember the region between where you pressed
	               1 and 2.  Press 3 at the place to where you want to swap
	             all the tiles.
ALT+U- Re-grab artwork from original pictures according to the CAPFIL.TXT
		 file.  If you press ALT-U in the main screen, everything will be
		 re-grabbed.  If you press ALT-U in 'V' mode, then you should first
		 select the range by pressing '1' and '2' on the range boundaries.
ALT+R- Generate a Tile frequency report by scanning all maps in directory.
		 Use in 'V' mode only.
F12 - Screen capture (saves image as a *.BMP file, starting as file
		 name CAPTUR00.BMP and incrementing by 1 each time F12 is
		 pressed.

	ESC - Quit.



	---- Extra features: (if you actually want to do the artwork in EDITART
								 or if you want to touch-up some imported art.)

		C - Change all pixels on the tile having the same color under the
			graphics cursor to to selected color.
		Arrows / Mouse - Move graphics cursor.
		Shift + Arrows - Select color. (on bottom right corner of screen)
		Space - Plot a pixel with the selected color.
		T - Turn drawing trail on / off.
		Tab - Select the color under the graphics cursor.
		BACKSPACE - Set the color to color 255 (transparent color).
		F - Floodfill a region with the current color and with the current
			 color as a boundary.
		M,P - Use M to back up a tile into a temporary buffer in memory and P
				to restore it.  It may be wise to press M before a floodfill (F)
				(because sometimes you miss encapsulating the region by 1 pixel,
				and the whole picture gets killed, etc...)
		J - Randomly plots dots of current color over any pixels having the
			 same color as the color under the tile cursor.
		[ - Random antialias of colors in color band under graphics cursor.
		] - Non-random antialias of colors in color band under graphics cursor.
		; - 3-Dimentionalize an image.  Makes colors in different rows of the
			 color bar either appear to stick out or stick in to the wall.
		' - 3-Dimentionalize the other way.
		R - Rotate the tile in a specified direction.

		1 - Mark the first corner of a rectangle for a copy/paste operation.
		2 - Mark the other corner of a rectangle for a copy/paste operation.
		3 - Paste the selected rectangle (Note: You must press 1 and 2 in that
			 order first before pressing 3.  Pretty simple 1-2-3 for copy&paste)

		4 - Flip the copied rectangular region x-wise.
		5 - Flip the copied rectangular region y-wise.
		6 - Swap the x and y coordinates of the copied rectangular region.

		,.<> - Change the shade of the selected region.
		\ - Move the cursor to the center or the tile.
		| - Get the coordinates of the cursor.
